You mentioned that you can't set the resolution of a render target at runtime in blueprints; however, you can create a render target at runtime in blueprints (CreateRenderTarget2D) and set the resolution at that time. This could be easily implemented into your existing code. You'd just have to assign those textures to the parameters in the material instances with blueprints once they're created rather than having them hard-coded beforehand as you showed in this video. Just in case anyone was "afraid" of C++, as you say. Haha! Admittedly, I haven't seen the part where you write the C++ yet (since that's in an upcoming video), so I don't know if you did anything else that would make my suggestion invalid. Also, most games are 1080p so hard-coding the render target resolution to 1080p wouldn't be the worst thing in the world. Plus, render targets can be mighty costly to performance so limiting that resolution would be a benefit anyway. EDIT: Having now watched the next video, I see that you are actually accounting for people changing the resolution of their window AFTER they have already begun playing. I was assuming that you were going to do an initial check for the player's screen resolution and setup the render target accordingly. While I enjoy being thorough in my coding and preparing for every contingency, I have to wonder how many players are actually changing their screen size once they've started playing. Seems like this could be safely omitted.
As of the 5.4 preview (not sure about 5.1-5.3), you can resize a render target in blueprints at runtime as there is a function for it. I agree it doesn't seem strictly necessary, but I would probably still do it with a delegate, for when a player changes the resolution from the settings menu
hey reid, im having a problem with the clamp repositioning happening only at thew top and left of the wall not the bottom or right wont reposition and will go off the wall. i can send a pic thru discord if that would explain it better thanks!
hey Reid! I'm trying to do this in ue4 but idk if it affects anything, but it doesnt seem to work correctly, on the last part of this tut you are positioning the portals correctly so they dont overlap, but it doesnt work for me. Please reply as quick as possible.
SceneCapture causes my frames to drop is there anyway to fix that
You mentioned that you can't set the resolution of a render target at runtime in blueprints; however, you can create a render target at runtime in blueprints (CreateRenderTarget2D) and set the resolution at that time. This could be easily implemented into your existing code. You'd just have to assign those textures to the parameters in the material instances with blueprints once they're created rather than having them hard-coded beforehand as you showed in this video. Just in case anyone was "afraid" of C++, as you say. Haha!
Admittedly, I haven't seen the part where you write the C++ yet (since that's in an upcoming video), so I don't know if you did anything else that would make my suggestion invalid. Also, most games are 1080p so hard-coding the render target resolution to 1080p wouldn't be the worst thing in the world. Plus, render targets can be mighty costly to performance so limiting that resolution would be a benefit anyway.
EDIT: Having now watched the next video, I see that you are actually accounting for people changing the resolution of their window AFTER they have already begun playing. I was assuming that you were going to do an initial check for the player's screen resolution and setup the render target accordingly. While I enjoy being thorough in my coding and preparing for every contingency, I have to wonder how many players are actually changing their screen size once they've started playing. Seems like this could be safely omitted.
As of the 5.4 preview (not sure about 5.1-5.3), you can resize a render target in blueprints at runtime as there is a function for it. I agree it doesn't seem strictly necessary, but I would probably still do it with a delegate, for when a player changes the resolution from the settings menu
hey reid, im having a problem with the clamp repositioning happening only at thew top and left of the wall not the bottom or right wont reposition and will go off the wall. i can send a pic thru discord if that would explain it better thanks!
hey, i understand ur problem but its likely just a bug with ur clamping logic. Have you rewatched that part?
hey Reid! I'm trying to do this in ue4 but idk if it affects anything, but it doesnt seem to work correctly, on the last part of this tut you are positioning the portals correctly so they dont overlap, but it doesnt work for me. Please reply as quick as possible.
oof
Did you ever get this to work my portals still overlap and I don't know why
@@lordmaddog6003 I did.
@@BridgesProductions2024 I did to I was using point instead of relitive orgin. lol
@@lordmaddog6003 And that's amazing. Humans are good at problem solving.